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{ | ||
Program: brainless V | ||
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Author: Chiel ten Brinke | ||
} | ||
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{ | ||
POSSIBLE IMPROVEMENTS: | ||
- Better kill player function | ||
- Smarter territory hopping - go to territories where the most other weak territories are bordering | ||
} | ||
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type TArray = array {[1..42]} of integer; | ||
Function ConquerArea(ST: integer; DTArray:TArray; var TTArray: TArray; PL, EA: integer): boolean; | ||
Var | ||
iPL, ChildArmies, T, B, iNode, iChild, iCostFromStart: integer; | ||
bFound: boolean; | ||
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DT,TempT,GoalCounter,i: integer; | ||
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aNode: array [1..42] of record | ||
bClosed: boolean; // node is in the CLOSED list | ||
bOpen: boolean; // node is in the Open list | ||
iParent: integer; // previous node in the optimal path | ||
iCostFromStart: integer; // cost to arrive to this node | ||
iPL: integer; // Path length from this node to the start T | ||
end; | ||
//QTArmies, QTOwner: Array of Integer; | ||
begin | ||
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SetArrayLength(TTArray, 43); | ||
//SetArrayLength(QTArmies, 43); | ||
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Result:= False; | ||
PL:= 0; | ||
EA:= 0; | ||
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if (ST = 0) or (Length(DTArray)=0) or | ||
((Length(DTArray)=1) and ((ST = DTArray[0]) or (TIsBordering(ST, DTArray[0]) and TIsMine(ST) and TIsMine(DTArray[0])))) then exit; | ||
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for T:=1 to 42 do begin | ||
with aNode[T] do begin | ||
bClosed := false; | ||
bOpen:= false; | ||
end; | ||
end; | ||
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aNode[ST].iParent := 0; | ||
aNode[ST].iCostFromStart := 0; | ||
aNode[ST].iPL:= 0; | ||
aNode[ST].bopen := True; | ||
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Repeat | ||
T:= 0; | ||
iNode:= 0; | ||
repeat | ||
T:= T + 1; | ||
if aNode[T].bopen and not aNode[t].bClosed then begin | ||
iNode:= T; | ||
end; | ||
until (iNode > 0) or (T = 42); | ||
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TempT := iNode; | ||
GoalCounter:=0; | ||
while (aNode[TempT].iParent > 0) and (aNode[TempT].iParent <> ST) do begin | ||
TempT := aNode[TempT].iParent; | ||
for i:=0 to Length(DTArray) do begin //if DTArray contains TempT, increase GoalCounter by 1 | ||
if TempT=DTArray[i] then begin | ||
GoalCounter:=GoalCounter+1; | ||
break; | ||
end; | ||
end; | ||
end; | ||
if GoalCounter = Length(DTArray) then bFound:= True; //if We've got all DT's, return true | ||
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if iNode <> 0 then begin | ||
if not (iNode = DT) then begin | ||
// examine connected nodes | ||
for B:= 1 to TBordersCount(iNode) do begin | ||
iChild:= TBorder(iNode, B); | ||
// skip Ts that are mine | ||
if (TOwner(iChild) <> PMe) then continue; | ||
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ChildArmies:= TArmies(iChild); | ||
iCostFromStart:= aNode[iNode].iCostFromStart + ChildArmies + 1; // add 1 to incorporate the cost of the path length into the total cost | ||
iPL:= aNode[iNode].iPL + 1; | ||
// assign cost to child if end node has not been reached already | ||
// or if reached with higher cost | ||
if ((not aNode[iChild].bOpen) and (not aNode[iChild].bClosed)) | ||
or (iCostFromStart < aNode[iChild].iCostFromStart) or ( (iCostFromStart = aNode[iChild].iCostFromStart) and (iPL < aNode[iChild].iPL) ) then begin | ||
aNode[iChild].iParent := iNode; | ||
aNode[iChild].iCostFromStart := iCostFromStart; | ||
aNode[iChild].iPl:= iPL; | ||
if aNode[iChild].bClosed then aNode[iChild].bClosed:= false; // if closed then remove child from CLOSED list | ||
if not aNode[iChild].bOpen then aNode[iChild].bOpen:= true; // add to open list | ||
end; | ||
end; | ||
end; | ||
aNode[iNode].bClosed := true; // node has been examined, add to CLOSED list | ||
end; | ||
until (iNode = 0); // loop until there are no more open nodes | ||
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if bFound then begin | ||
Result:= True; | ||
EA:= aNode[DT].iCostFromStart - aNode[DT].iPL; | ||
PL:= aNode[DT].iPL; | ||
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i:=0; //set indexer | ||
while (aNode[DT].iParent > 0) and (aNode[DT].iParent <> ST) do begin | ||
DT := aNode[DT].iParent; | ||
TTArray[i]:=DT; | ||
i:=i+1; | ||
end; | ||
end; | ||
end; | ||
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function GetAttT: integer; | ||
var | ||
T,A,MaxA: integer; | ||
begin | ||
// Determine which T is your strongest front to attack with | ||
MaxA:=0; | ||
for T:=1 to 42 do begin | ||
A:=TArmies(T); | ||
if (TIsFront(T)) and ( (A>MaxA) or ((A>=MaxA) and (T<39)) ) then begin | ||
MaxA:=A; | ||
result:=T; | ||
end; | ||
end; | ||
end; | ||
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procedure Assignment(var TT: integer); | ||
var | ||
T: integer; | ||
begin | ||
// Prefers Asia so he can walk around freely | ||
T:=0; | ||
repeat | ||
T:=T+1; | ||
if TOwner(T)=0 then | ||
TT:=T; | ||
until ( (TT>0) and (T=38) ) or (T=42); | ||
end; | ||
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procedure Placement(var TT: integer); | ||
begin | ||
TT:=GetAttT; | ||
end; | ||
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procedure Attack(var FT, TT: integer); | ||
var | ||
A,N,ET,EA,F,MinF,P,TPA,i,PL,T: integer; | ||
DTArray,TTArray: array of integer;//Array of integer; | ||
begin | ||
SetArrayLength(DTArray,42); | ||
SetArrayLength(TTArray,42); | ||
DTArray[0]:=0; | ||
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TT:=0; | ||
FT:=GetAttT; | ||
A:=TArmies(FT); | ||
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// Card-Attack | ||
if (not SConquest) and (TIsFront(FT)) then begin | ||
TWeakestFront(FT,ET,EA); | ||
if ( (A>3*EA) and (EA<99) and (not(SCardsBasedOnCombo)) ) | ||
or ( (A>4*EA) and ( (EA<4) or ( (EA<5) and (A>99) ) ) and (SCardsBasedOnCombo) ) then TT:=ET; | ||
end; | ||
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// Kill a player if possible | ||
for P:=1 to 10 do begin | ||
if (PActive(P)) and (P<>PMe) then begin | ||
if PArmiesCount(P)<TArmies(FT) then begin | ||
//get Ts from P | ||
i:=0; | ||
for T:=1 to 42 do begin | ||
if TOwner(T)=P then begin | ||
DTArray[i]:=T; | ||
//????????waarom crasht ie hier????? | ||
i:=i+1; | ||
end; | ||
end; | ||
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if ConquerArea(FT,DTArray,TTArray,PL,EA) then begin | ||
if ((TArmies(FT)/EA)>1) then begin | ||
ULog('HOPPA!'); | ||
UMessage('pause'); | ||
end; | ||
end; | ||
end; | ||
end; | ||
end; | ||
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// Number of armies of all my enemies | ||
TPA:=0; | ||
for P:=1 to 10 do begin | ||
if (PActive(P)) and (P<>PMe) then | ||
TPA:=TPA+PArmiesCount(P); | ||
end; | ||
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// Attack the whole world in one turn (if possible) | ||
MinF:=11; | ||
if (TIsFront(FT)) and ( (A>TPA) or (SAlivePlayersCount=2) ) then begin | ||
for N:=1 to TFrontsCount(FT) do begin | ||
ET:=TFront(FT,N); | ||
F:=TFrontsCount(ET); | ||
if (MinF<>0) then begin | ||
if (ET=31) then F:=-1; // To Siam | ||
if (FT=31) and (ET=39) then F:=-1; // From Siam to Indonesia | ||
if (COwner(3)=PMe) and (COwner(5)=PMe) and (ET=16) then F:=-1; // To E-Afrika | ||
if (COwner(3)=PMe) and (COwner(4)=PMe) and (ET=29) then F:=-1; // To Kazakhstan | ||
if (COwner(1)=PMe) and (FT=14) and (ET=12) then F:=-1; // To Brazil | ||
end; | ||
if ( (F<MinF) or (F=0) or ( (F=MinF) and (not TIsEntry(ET)) ) ) and (A>TArmies(ET)) then begin | ||
MinF:=F; | ||
TT:=ET; | ||
end; | ||
end; | ||
end; | ||
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if (TT<=0) or (FT<=0) then begin | ||
FT:=0; | ||
TT:=0; | ||
end; | ||
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end; | ||
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procedure Occupation(FT, TT: integer; var A: integer); | ||
var | ||
C,PT,PA,ET,EA,RA: integer; | ||
begin | ||
A:=0; | ||
if (TIsFront(TT)) or (not TIsFront(FT)) then | ||
A:=TArmies(FT)-1; | ||
if (FT=31) and (TT=39) then begin // Australia | ||
RA:=0; | ||
for C:=1 to 5 do begin | ||
CAnalysis(C,PT,PA,ET,EA); | ||
RA:=RA+EA; | ||
end; | ||
CAnalysis(6,PT,PA,ET,EA); | ||
if (TArmies(FT)>RA+EA) and (RA>0) then | ||
A:=2*EA+5; | ||
end; | ||
if (COwner(1)=PMe) and ((COwner(4)<>PMe) or (COwner(3)<>PMe)) and (FT=14) and (TT=12) then begin // S-America | ||
RA:=0; | ||
for C:=1 to 5 do begin | ||
CAnalysis(C,PT,PA,ET,EA); | ||
RA:=RA+EA; | ||
end; | ||
CAnalysis(6,PT,PA,ET,EA); | ||
if (TArmies(FT)>RA+EA) and (RA>0) then | ||
A:=2*EA+5; | ||
end; | ||
end; | ||
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procedure Fortification(var FT, TT, Armies: integer); | ||
var | ||
T,AT,A,T1,PL,F,MaxF: integer; | ||
begin | ||
FT:=0; | ||
TT:=0; | ||
Armies:=0; | ||
AT:=GetAttT; | ||
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A:=1; | ||
for T:=1 to 42 do begin | ||
TShortestPath(T,AT,T1,PL); | ||
if (PL=0) then PL:=99; | ||
if (TIsMine(T)) and ( (not TIsFront(T)) or (PL<5) ) then begin | ||
if (TArmies(T)>A) then // Strongest army | ||
begin | ||
A:=TArmies(T); | ||
FT:=T; | ||
TT:=TPathToFront(T); // Move to front | ||
if (PL<5) and (TIsMine(T1)) then TT:=T1; // Or even better, move to attack territory | ||
Armies:=TArmies(T)-1; | ||
end; | ||
end; | ||
end; | ||
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if not (SConquest) then begin // Move attack territory if it couldnt get cards | ||
MaxF:=0; | ||
PL:=0; | ||
for A:=1 to TBordersCount(AT) do begin | ||
T:=TBorder(AT,A); | ||
F:=TFrontsCount(T); | ||
if (TIsMine(T)) and ( (F>MaxF) or ((F>=MaxF) and (TBordersCount(T)>PL)) ) then begin | ||
MaxF:=F; | ||
PL:=TBordersCount(T); | ||
FT:=AT; | ||
TT:=T; | ||
Armies:=TArmies(FT)-1; | ||
end; | ||
end; | ||
end; | ||
end; | ||
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begin | ||
ULogOn; | ||
UMessageOn; | ||
end. |